refactor: reorganize unit tests into separate folder
- Move test_*.cpp and fixtures/ to tests/RHI/D3D12/unit/ - Create unit/CMakeLists.txt with proper test configuration - Simplify parent CMakeLists.txt to use add_subdirectory - Integration tests remain in integration/ folder
This commit is contained in:
150
tests/RHI/D3D12/unit/test_buffer.cpp
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150
tests/RHI/D3D12/unit/test_buffer.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, Buffer_Placeholder) {
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ASSERT_NE(GetDevice(), nullptr);
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}
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TEST_F(D3D12TestFixture, Buffer_CreateBuffer_DefaultHeap) {
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const uint64_t bufferSize = 1024;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resourceDesc.Width = bufferSize;
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resourceDesc.Height = 1;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON;
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ComPtr<ID3D12Resource> buffer;
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HRESULT hr = GetDevice()->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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initialState,
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nullptr,
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IID_PPV_ARGS(&buffer)
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);
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ASSERT_HRESULT_SUCCEEDED(hr);
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ASSERT_NE(buffer.Get(), nullptr);
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D3D12_RESOURCE_DESC desc = buffer->GetDesc();
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EXPECT_EQ(desc.Dimension, D3D12_RESOURCE_DIMENSION_BUFFER);
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EXPECT_EQ(desc.Width, bufferSize);
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}
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TEST_F(D3D12TestFixture, Buffer_CreateBuffer_UploadHeap) {
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const uint64_t bufferSize = 2048;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resourceDesc.Width = bufferSize;
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resourceDesc.Height = 1;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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ComPtr<ID3D12Resource> buffer;
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HRESULT hr = GetDevice()->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&buffer)
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);
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ASSERT_HRESULT_SUCCEEDED(hr);
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ASSERT_NE(buffer.Get(), nullptr);
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}
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TEST_F(D3D12TestFixture, Buffer_GetGPUVirtualAddress) {
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const uint64_t bufferSize = 512;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resourceDesc.Width = bufferSize;
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resourceDesc.Height = 1;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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ComPtr<ID3D12Resource> buffer;
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HRESULT hr = GetDevice()->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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D3D12_RESOURCE_STATE_COMMON,
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nullptr,
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IID_PPV_ARGS(&buffer)
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);
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ASSERT_HRESULT_SUCCEEDED(hr);
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D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = buffer->GetGPUVirtualAddress();
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EXPECT_NE(gpuAddress, 0);
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}
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TEST_F(D3D12TestFixture, Buffer_MapUnmap) {
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const uint64_t bufferSize = 256;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resourceDesc.Width = bufferSize;
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resourceDesc.Height = 1;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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ComPtr<ID3D12Resource> buffer;
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HRESULT hr = GetDevice()->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&buffer)
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);
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ASSERT_HRESULT_SUCCEEDED(hr);
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void* mappedData = nullptr;
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hr = buffer->Map(0, nullptr, &mappedData);
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ASSERT_HRESULT_SUCCEEDED(hr);
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ASSERT_NE(mappedData, nullptr);
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memset(mappedData, 0xAB, static_cast<size_t>(bufferSize));
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buffer->Unmap(0, nullptr);
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}
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TEST_F(D3D12TestFixture, Buffer_AlignmentRequirements) {
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
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cbvDesc.BufferLocation = 256;
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cbvDesc.SizeInBytes = 256;
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EXPECT_GE(cbvDesc.SizeInBytes, 256);
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EXPECT_EQ(cbvDesc.BufferLocation % 256, 0);
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}
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